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^ i know this is top 1 is not a bug its a UV issue any idea how i can fix this ??---------------------------------------^ this 1 is a issue that came from 11.1.1 Update a bug for the Path Along Tool i already did this 2 times and double checked the longer i use the tool it changes to some odd Wooden Tool for the Height Map..... i even keep on checking ever 5 min.. until 10 min mark every thing changed to WOOD style so i went back to Brush style didnt have any issue..... I hope this gets fixed before 2025 steam version expires because i use this tool alot.......... i didnt have this issue on 11.1.0
it keeps crashing its the steam version
When im Selecting Faces in Polygon Fill Mode its bleeding outside Images Attached any help is appreciated!
Hello! I am totally new to substance 3D painter and I find it facinating and great software, like a new Photoshop for me! I am very good with lights and cameras & rendering in NVIDIA Omniverse, I am the worlds first Omniverse Ambassador and also now Dell Pro Max Ambassador. My question is about the golden stripe in the wine glass of the restaurant example scene.When I export the scene as USD to Omnvierse, I get that glass as one object, so I cannot just replace the material for the glass part with native Omnvierse RTX2 rendering engine glass material, since then I loose the golden stripe. How can split this golden stripe to own object so it exports to USD as 2 separate meshes? restaurant demo scenein Omniverse
Hi!I'm looking to use Substance 3D painter 2025 and Substance 3D Designer 2025 and freelance for larger companies in Sweden. I was wondering about the licensing differances between the Steam perpetual version and the creative cloud non-perpetual version. Can I utilize the Steam perpetual version for business/commercial use? Are there any limits to the perpetual license? (Amount of seats?, Earnings?) A link to the Steam version EULA would be great! As I cant seem to find it... Thank you in advance!Best wishes!
What it says on the tin, really.When I use 3D Worley Noise, 3D Voronoi, and 3D Voronoi Fractal, the resulting export has nasty seams every time. Theory goes that all of the 3D noise will cause horrid seams.I feel like I'm doing something wrong to cause this.Included is how things look in Substance Painter, what the export to Unity looks like, and my export settings.Please get back to me on a solution as soon as possible.If it helps, I'm on the latest Substance Painter and AMD drivers as of writing [Dec. 2025].This situation has been diving me mad, as it makes no logical sense, and I wanna put my computer out the window in frustration.Thank you for reading.
Hello! This is my first post on this forum, so apologies if I'm posting it in the wrong place or in the wrong way.So I'm following a tutorial where I'm creating a skin material, and I've gotten to the section where I'm painting darker spots where the pores are. In this tutorial a generator on a black mask is being used. But for some reason, when I select curvature from the generator, the result looks completely different from my curvature map I baked. Why is this? Baked curvature map: Result:
I'm using the Steam buy-once version of Substance 3D Painter 2023, but suddenly a mysterious update pushed itself out, upgrading my current project to 10.1 and rendering it unusable—even though I never subscribed to the latest version.When I try to open the project, it says “Version mismatch” or “No license available,” so I can't access it. Thanks to this, my work data vanished. What the hell is going on here?
New 3D model now available on ArtStation!This Lemon was created as a medium-poly asset, focused on realism, performance, and professional use — ideal for cinematics, advertising, product shots, broadcast graphics, and VFX.Real references were used to capture accurate proportions, micro-pores, natural surface variations, and physically–based material behavior.The model features clean topology, optimized UVs, and textures developed in Substance Painter.Includes 3 variations (15,984 tris):🍋🟩🍋 Clean🍋🟩🍋 Natural Imperfections🍋🟩🍋 Cut Version (Half / Slice)Textures fully created in Adobe Substance 3D Painter, focusing on organic variations, moisture, and realistic citrus pulp.
Hello, I am new to Substance Painter and I am trying to texture a sword. I noticed before exporting that the texture was incorrectly coloured, I thought nothing of it - possibly that it was a lighting issue. After exporting I realized that it was still the wrong colours. I searched online for hours to attempt to find fixes but nothing has helpful so far.
Eeverytime 3D Sunstance is loaded in, I receive the messsage below. I am unsure on what direction to take with this issue as it does not state anything visual in the report desription.This message shows up on every startup and does not allow the program to go any further, it loads and just before you can click on, or access anything inside the program, I am greeted by this message.Guidance and help is neededd as i just paid $200 for a progaram i can't even use.
The app launches but then when it starts to initialize , my guess is that it is crashing aon a missing file or wrong directory .Again the app worked fine a few months agoI have attached the log file
i mainly do stylized art and upgraded to the new subscription and lo and behold, the new baked lighting filter is so butchered? not in quality but the features. It now doesnt take the underlaying materials into account anymore and previously we had the choice of sun+sky+2 additional lights. If anything, more lights and adding specular occlusion would ve been good enough so im not sure who at adobe decided to remove those things. Please dont let people do creative decisions who barely are creative themselves. Senseless change. Stop removing things from stuff, urghhh
Anybody know how to fix extremly low res of the preview stencil when using projection brush/tool ?It wasnt like this in older versions Here a random example, the text becomes almost illegible, and it gets worse the higher the resolution of the projection, sometimes turning into just blocks of color.
Hopefully simple problem?Trying to custom export.Red channel - ID map (from game)Blue channel - Ambient OcclusionGreen channel - BlackAlpha channel - Black I have tried multiple texture settings using the user channels.The RGB export correctly as intended, however...No matter what I try, the alpha channel still exports as white channel or no alpha at all.I have tried setting the alpha: as User01, gray and A channelWhat is the solution? besides having to rebuild and fix in a 3rd party program?
i wanted to know if its possible in anyway to anchor or parent a spline path in order to use the same path to genorate 2 seporate masks that are both afected by the same base spline. i would like to prefece not the mask genorated by the origional spline but the actual spline data to then spawn stuff on
Hello. Maybe someone can help. How to run the script using a hotkey, let's say ctrl+H or H.I'm completely zero in programming, but I managed (via GPT) to get a python script:import substance_painter as sp#Get the active layer stack and selected layersstack = sp.textureset.get_active_stack()layers = sp.layerstack.get_selected_nodes(stack) # list of selected Layer objectsif layers:layer = layers[0]# Toggle visibility: get current state and set the oppositecurrent_vis = layer.is_visible()layer.set_visible(not current_vis) The script is triggered, but how to assign a hotkey on it? Thanks!
Hi - so I bought Substance painter 2 in 2016, I want to use it but the product seems migrated to be owned by Adobe these days.This webpage here :https://substance3d.adobe.com/faq-end-of-life-accounts/... it mentions contacting adobe support for help - but it doesnt say who precisely to contact, so I ended up here in this forum.Any help with this would be much appreciated, thanks!
Can't paint on one of my materials. My material has two objects, a table and a chair. However i can paint on the chair but not on the table. Why?! I'm desperate and noob
In the latest version 11.1.1, when using "Use Low Poly Mesh as High Poly Mesh" for texture bakingThe Self Occlusion selection failed in Ambient Occlusion/Curvature/Thickness The behavior of "Only Same Mesh Name" is identical to that of "Always". The attached image shows the AO baking maps in different Version.
Hey, Since i updated to the newest version (11.1.1) this has been happeningWhen just opening the project, the textures wont load, making the object totally white. The textures will only load up at their full res when disabling a layer, but once i move the camera they will go back to being blurry. This didn't happen before the update.
My texture looks flat as if there's no normal map, but looks great in Substance ..side by side view in attached. Any suggestions?
Bonjour, j'ai accès aux logiciels substance painter mais pas à la library, je ne peux rien télécharger. Je pensais qu'on avait accès à la librairie si on avait les logiciels ?
Emissive in Iray caps out and is not nearly strong enough for certain renders.You can normally only get the strength to "1" using the sliders in Iray mode.It is possible to get the emissive to "100" if you set it in painter mode and then swap to Iray mode.(this is a bug, but it works in my favor)However, even the "100" is a hard cap that sometimes isn't enough.I'm currently trying to render a car, where the headlights needs to be much brighter than what the emissive setting allows me to set.Since real headlights have pretty small but very strong lightbulbs, they use reflectors to boost that light even more to get sufficient brightness. Even with a reflector being 100% metallic, with 0 roughness, the bounce light is not strong enough whit the emissive getting capped at "100" in painters Iray mode. I also use emissive materials to create bounce lighting in some cases. I can add a surface and add an emissive material to it to simulate light sources in my scene. If I get more co
Hi everyone, We're excited to announce a new Adobe Community experience is coming this January. A little bit about the update:The new experience will be simpler to navigate, make it easier to connect with other creatives and Adobe experts, and will give you clearer ways to share feature ideas, enhancement requests, and bug reports—with greater visibility into their status with our product teams. In the meantime: Adobe Community will remain active. Keep using it as usual—there will be no interruption in access. In fact, you’ll notice even more Adobe Experts on deck to provide faster responses before, during, and after the update. No existing content will be lost in the update. Every single post, reply, solution, feature request, and bug report you’ve made will be transferred to the new experience. You won't need to recreate anything. Existing content will reappear in two phases. When we launch the new community, all posts created on or before November 16 will be there from day one. Aft
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